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Arcade › Lanterns Across

Lanterns Across

  • 3d
  • atmospheric
  • puzzle
  • narrative
  • cozy
  • night
  • river
0
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66 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Lanterns Across yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Lanterns Across was built by Oleg Sidorkin with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Lanterns Across opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Lanterns Across

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a playable atmospheric 3D diorama called “Lanterns Across,” subtitled in the HUD as “A river between worlds.” Use Three.js-style real-time 3D with a fixed cinematic perspective camera looking down a winding river valley from the near shore toward a distant far island; the camera is not player-controlled. Make the scene responsive, with a black surround/background and the square-ish river diorama filling the viewport. Use a dark blue-green night palette: black sky, blue-hour fog, moonlight, a pale turquoise moon high in the distance, sparse stars, drifting warm fireflies, sculpted raised forest banks on both sides, many dark pine trees and shoreline rocks, and a moving stylized teal river with subtle waves, moon reflection, fog, and elongated warm reflection streaks beneath lit lanterns. Keep the presentation minimal and cinematic, with no combat and no death timer.

At the near end of the river place five small floating paper lanterns in a winding sequence toward the far shore, spaced down the river. Each lantern is a warm tan/gold, faceted paper shade with dark/gold bamboo ribs, a rim, a small flame, and a soft orange halo. They bob and drift gently and flicker when lit. Add a raised dark-green island at the far end with an abstract glowing golden/white doorway: two luminous posts and a semicircular arch, surrounded by a warm aura. Five cute lost spirits begin clustered at the near river end. Model them as small cyan/turquoise glowing ghost-like figures with a rounded head, tapering cone tail, tiny dark eyes, and a soft aqua halo. When their route is enabled by the lanterns, they float one after another along the lantern path toward the far doorway; when a spirit reaches home, it rises and fades away. Slightly stagger their starts so the group travels in sequence.

Core loop and rules: initially show a title/start state. Clicking/tapping “Begin the crossing” starts the game and enables the lighting interaction. The player’s goal is to get all five spirits home by keeping the chain of lanterns lit. Each lantern has fuel that starts at zero and, once lit, lasts 24 seconds while visibly flickering and illuminating the water. A spirit waits safely whenever its next target lantern is extinguished, and advances to the next lantern only while that target has fuel. The player can click a lantern directly, click the main “Light the next lantern” button to light the lantern with the lowest current fuel, or use keyboard controls: Left/Right (and Down) select among the five lanterns, Enter begins the game or lights the selected lantern, Space lights the lowest-fuel lantern, and Up pauses. Allow relighting lanterns before their fuel runs out. Once all five spirits pass through the far doorway, show “Every soul has found its way home.”, stop the crossing, hide the action button, and show a replay button labeled “Let the river remember again”; Enter should also replay. Include a visible pause/resume button; pausing freezes the simulation and changes the message to “The river waits for you.” Include a sound toggle (“SOUND ON” / “SOUND OFF”): after interaction, play a quiet low river-noise ambience and a soft bell/chime on lighting and homecoming events, with sound muted when toggled off. Hidden-tab/background visibility should pause.

HUD should be a clean overlay over the 3D scene. At top left show the small spaced uppercase eyebrow “A RIVER BETWEEN WORLDS” and large serif title “Lanterns Across.” At top right show a large serif “0 / 5” style counter and spaced uppercase label “SPIRITS HOME.” Near the bottom center show five small circular progress indicators, one for each lantern, changing from dim blue-teal to glowing warm cream when that lantern is lit. In the initial state display the centered message “They have waited all night for a light.” and an outlined button “Begin the crossing,” with the hint “← → select · Enter light · ↑ pause.” During play use the message “Kindle the lanterns. Keep their light alive.” and hint “← → / ↓ select · Enter light · ↑ pause.” Highlight the currently selected lantern with a thin pale ring on the water/raft. Show the main outlined button “Light the next lantern”; when paused change it to “Resume the crossing.” Keep the bottom-left PAUSE and bottom-right SOUND ON buttons visible. Use elegant cream serif typography for title/messages/buttons and restrained pale cyan uppercase sans-serif labels. Buttons should be dark/transparent with thin muted-gold borders and subtle hover feedback. The mood is quiet, mystical, and storybook-like, with warm lantern light contrasting against cool moonlit water; use emissive materials and soft sprite halos rather than heavy postprocessing.

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